mirror of
https://github.com/alliedmodders/hl2sdk.git
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117 lines
4.5 KiB
C++
117 lines
4.5 KiB
C++
//====== Copyright © 1996-2004, Valve Corporation, All rights reserved. =======
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//
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// Purpose: languages definition
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//
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//=============================================================================
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#include "language.h"
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#include "tier0/dbg.h"
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#include "tier1/strtools.h"
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// NOTE: This has to be the last file included!
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#include "tier0/memdbgon.h"
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struct Language_t
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{
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char *m_pchName;
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char *m_pchShortName;
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char *m_pchVGUILocalizationName;
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ELanguage m_ELanguage;
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};
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static Language_t s_LanguageNames[] =
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{
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{ "None", "none", "None", k_Lang_None },
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{ "English", "english", "#GameUI_Language_English", k_Lang_English },
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{ "German", "german", "#GameUI_Language_German", k_Lang_German } ,
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{ "French", "french", "#GameUI_Language_French", k_Lang_French } ,
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{ "Italian", "italian", "#GameUI_Language_Italian", k_Lang_Italian } ,
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{ "Korean", "koreana", "#GameUI_Language_Korean", k_Lang_Korean } ,
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{ "Spanish", "spanish", "#GameUI_Language_Spanish", k_Lang_Spanish },
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{ "Simplified_Chinese", "schinese", "#GameUI_Language_Simplified_Chinese", k_Lang_Simplified_Chinese } ,
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{ "Traditional_Chinese", "tchinese", "#GameUI_Language_Traditional_Chinese", k_Lang_Traditional_Chinese } ,
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{ "Russian", "russian", "#GameUI_Language_Russian", k_Lang_Russian } ,
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{ "Thai", "thai", "#GameUI_Language_Thai", k_Lang_Thai } ,
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{ "Japanese", "japanese", "#GameUI_Language_Japanese", k_Lang_Japanese } ,
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{ "Portuguese", "portuguese", "#GameUI_Language_Portuguese", k_Lang_Portuguese } ,
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{ "Polish", "polish", "#GameUI_Language_Polish", k_Lang_Polish } ,
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{ "Danish", "danish", "#GameUI_Language_Danish", k_Lang_Danish } ,
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{ "Dutch", "dutch", "#GameUI_Language_Dutch", k_Lang_Dutch } ,
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{ "Finnish", "finnish", "#GameUI_Language_Finnish", k_Lang_Finnish } ,
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{ "Norwegian", "norwegian", "#GameUI_Language_Norwegian", k_Lang_Norwegian } ,
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{ "Swedish", "swedish", "#GameUI_Language_Swedish", k_Lang_Swedish } ,
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};
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//-----------------------------------------------------------------------------
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// STATIC
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// Purpose: find the language by name
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//-----------------------------------------------------------------------------
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ELanguage PchLanguageToELanguage( const char *pchShortName )
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{
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Assert( ARRAYSIZE(s_LanguageNames) == k_Lang_MAX + 1 );
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if ( !pchShortName )
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return k_Lang_English;
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for ( int iLang = 0; iLang < Q_ARRAYSIZE(s_LanguageNames); ++iLang )
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{
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if ( !Q_stricmp( pchShortName, s_LanguageNames[iLang].m_pchShortName ) )
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{
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return s_LanguageNames[iLang].m_ELanguage;
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}
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}
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// default to English
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return k_Lang_English;
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}
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//-----------------------------------------------------------------------------
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// Purpose: return the short string name used for this language by SteamUI
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//-----------------------------------------------------------------------------
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const char *GetLanguageShortName( ELanguage eLang )
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{
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Assert( Q_ARRAYSIZE(s_LanguageNames) == k_Lang_MAX + 1 );
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if ( s_LanguageNames[ eLang + 1 ].m_ELanguage == eLang )
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{
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return s_LanguageNames[ eLang + 1 ].m_pchShortName;
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}
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Assert( !"enum ELanguage order mismatched from Language_t s_LanguageNames, fix it!" );
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return s_LanguageNames[0].m_pchShortName;
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}
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//-----------------------------------------------------------------------------
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// Purpose: return the short string name used for this language by SteamUI
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//-----------------------------------------------------------------------------
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const char *GetLanguageName( ELanguage eLang )
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{
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Assert( Q_ARRAYSIZE(s_LanguageNames) == k_Lang_MAX + 1 );
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if ( s_LanguageNames[ eLang + 1 ].m_ELanguage == eLang )
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{
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return s_LanguageNames[ eLang + 1 ].m_pchName;
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}
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Assert( !"enum ELanguage order mismatched from Language_t s_LanguageNames, fix it!" );
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return s_LanguageNames[0].m_pchShortName;
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}
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//-----------------------------------------------------------------------------
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// Purpose: return the short string name used for this language by SteamUI
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//-----------------------------------------------------------------------------
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const char *GetLanguageVGUILocalization( ELanguage eLang )
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{
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Assert( Q_ARRAYSIZE(s_LanguageNames) == k_Lang_MAX + 1 );
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if ( s_LanguageNames[ eLang + 1 ].m_ELanguage == eLang )
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{
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return s_LanguageNames[ eLang + 1 ].m_pchVGUILocalizationName;
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}
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Assert( !"enum ELanguage order mismatched from Language_t s_LanguageNames, fix it!" );
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return s_LanguageNames[0].m_pchVGUILocalizationName;
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}
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